Showing posts with label Graphic Design. Show all posts
Showing posts with label Graphic Design. Show all posts

Sunday, June 22, 2025

Final Blog

       Well, it looks like it's finally time. I'm sure you've noticed, but I've been losing steam with these blogs recently. While a part of me does want to keep going, I feel as if doing this hasn't been benefiting me. It does not help that they're not the best at putting me out there, and I have better avenues to express my thoughts and plans. So, as the title says, this will be my final blog.

      I want to start off by apologizing to those who have read and enjoyed these blogs in the past, and continued to. I know this probably wasn't the most enlightening and entertaining thing out there, but it kept your attention for some  time.  I also want to thank you for your support, whether it had been big or small, and hope you can continue it in my other endeavors. As it stand though, this blog, as it is, won't be continued anymore.

     Going forward, I intend to use more of my social media presence that I've built to interact with my audience. Those are places where I can more easily show my portfolio, whilst also having more of a platform to speak on. On top of that, I feel I could be more genuine with my feelings, instead of forcing myself to come up with a new topic, and try to talk about it.


https://www.instagram.com/un_dusted9/

https://bsky.app/profile/undust9.bsky.social

https://x.com/undusted_9


    As for what happens to this blog, I guess I'll still keep it around as an archive. Maybe I'll update it once in a while with a photography collage, or some shower thoughts. Other than that, this is it. Thank you for sticking around, and I hope you check me out on my other platforms. If you do, then please, stay tuned!

Monday, May 19, 2025

Holiday Cards 2025

 



   It's that time of year again! Here are the holiday cards I have made for 2025! Hope you enjoy!






Sunday, December 8, 2024

Crossing Over

      In the field of graphic design, or just media in general, nothing can be more fun or challenging that a crossover. Whether it's a promotional event, or working with another artist, crossovers are sure to catch a viewer's eye! Granted, this doesn't mean they'll be an instant success. If anything, you might have made a spectacle out of a mess. This week, I want to go more in depth on this subject, and what makes a crossover work. Without further ado, let's go!

     One thing to understand about crossovers is that not everything meshes well. For example, brutal horror and children's entertainment isn't exactly a perfect idea; unless you do it ironically. Even then however, it's a thin line on how successful it will be. At the end of the day, every crossover is conceptual, and it will take a good amount of planning, agreement on both parts, and backing to put it to paper. With all of that to consider, its important that you make sure the two components can provide an idea worth investing in.

    Of course, it's one thing to come up with an interesting idea where both IPs work. It's entirely another to actually pull through, and make the idea a worthwhile watch. For example, while two popular comedies meeting up might seem like a good idea, consider what the plot would even be. Also consider things like how much representation both sides get, and how to best present it. This might seem like a mild summary, but it is a good kicking point with whatever project you wish to collaborate on.

       Finally, the main thing about a crossover is to make it fun. With all of the rules set before you, and an idea of what you want to do, now is time to just let the words and images flow! That way, when it's finally time for the audience to see it, it'll be great for them too! With all of that said, thank you for reading, and stay tuned!

Friday, October 18, 2024

Old and New Audiences

     It goes without saying that finding an audience can be tricky. What can be even trickier however, is choosing wether to maintain that audience, or find an entirely new one. This is a process that takes hard work and skill to pull off, but can easily be undone with a few mistakes. On the other hand, not looking at your work properly could land you with a different audience than you intended. In these cases, you have to ask yourself, 'what do I do?' Whith today's topic selected, let's get right to it.

    To start off, we need to ask, why bring this question up at all? Well, let's say you've been doing nothing but draw coffee cups for awhile, and you want to try something new. Do you plan to still satisfy your coffee cup loving audience? On top of that, are your skills tuned to drawing something like wine glasses, so you can get that audience? A bit of a strange comparison, maybe, but my point is you need to consider where you are, where you want to go, and most importantly, the poeple you meet along the way when it comes to a change like this. It does rely on the actions you want to take, after all.

      What if there is a factor beyond your control however? Let's say you write for a kid's show, and the kids grow up. Well, you can then change the show's tone, and tackle topics that they might start relating to as they grow older; on the other hand, you could just adapt your style to write for a new generation of kids. The same can be said about bringing up nostalgia and newer characters, trying to entertain a crowd you lost or entertaining a new crowd, etc. There's pros and cons to both sides, and no situation is going to be similar. The decision still has to be made, and chances are, you may or may not have a hand in it, so pay attention.

    In the end, the answer on what you do about your audience is a tricky one. Circumstances will always put you in a situation, and you must respond to it. Think of it like working for a client's needs, except that client is made up of several opinions and tastes; which you will need to pick through. With all of that said, thank you so much for reading, and stay tuned!

Wednesday, September 18, 2024

Follow-ups

      It's  never easy to follow up a previous work. A good amount of expectations are going to be on your shoulders to deliver something great, if not better than the original. However, there's also going to be doubts if the product can even live up to the original, let alone be seen in a favorable light. In a sense, I feel some of those expectations myself, considering this blog is a follow up to another.


       Last time, I went over how there's always room for improvement to a product. This time however, I want to go over different ways someone could follow up a product. Be it a sequel to a movie from years ago, a spinoff of a large franchise, or maybe even a remake.

        For starters, what is the route you want to go for your follow up? Is there a specific character you want to build on for a story, or maybe a new motivation for your characters? If it's a remake, do you plan on being faithful, or switching genres completely? This is of course, factoring things in like time constraints, funding, and audience desires. As a result, the follow up you craft should, in a coincidental  sense, be like choosing a path down a trail; what's going to work best for you, but also keep you where you need to go?

      Of course, there is still the expectations you need to worry about. To reiterate, audiences can either hold your potential on too high of a pedestal, or not be willing to give it a chance. Unfortunately, I can't really say wether or not there's a right answer here; I understand the desire to impress with a grander scale, but I also feel its ok to temper you're expectations. The most I can say is 'compromise with the audience and creators.' Read the room for what the follow up will be, and set your expectations, or your skill level, to that area.

      Doing a follow up is always going to be tricky, and can make or break what you built to achieve. Whether or not you can successfully build off on previous works though, the important part is that you try. With that in mind, thank you for reading, and stay tuned.

Wednesday, August 28, 2024

Designated Roles

       Everyone has a role to play in graphic design; there's always a head designer, someone in charge of audience research, someone in charge of image design, etc. However, this isn't just a topic when talking about the people of graphic design. Each element, down to the font used, can play a role. Whether this be for elements of a story, or for the organization of a store front. With our blog topic picked, let's dive into it!

      Firstly, it's important to understand the hierarchy of said roles; what do you want customers to see first? For example, in a movie poster, the role of your main image might be the main character, or a logo you want people familiar with. Another example is the role of storytelling; will it be filled by a narrator giving plenty of exposition, or visual cues along with music. Both in this case serve a similar purpose, it's just up to you as a creator to decide what you want. What fits this final product, be it commercial, book, videogame, is up for you to decide.

       Speaking of stories, each part of one has a role to play as well. We all know about the iconic 'beginning, middle, and end', but what about the stuff in between? Some chapters may play the role of exposition, giving the audience extra information on the road. Other chapters might play the role of a cool down, allowing a break between the action. Whatever  you want to tell, know your roles, because stories can be more than just those three parts.

         So now you know the roles any piece of work or media can have. From people, to tools, to words, it's a nice, lengthy list to have. As usual, thank you for reading; please remember to cast your roles right, and stay tuned!

Wednesday, August 7, 2024

Holiday Cards For 2024

     At long last, I have finally completed my holiday cards for this year! It took a bit longer than J wanted, but I think they're definitely something I'm proud of. Hope you enjoy!











Friday, July 19, 2024

Respecting Time

       The time of your clients and customers is one of the biggest factors when in design. Whether it be the time you need to make a project, or the time you're expected to have said project out. Both examples tend to interact with each other more often than not; However you must also consider the client's patience when it comes to said product, and how much they'll want out of it. Having explained all of that, let's take the time to learn why we need to respect it.

       As usual, we all know about deadlines.; they give us a limited amount of time to finish a project before it needs to be turned in. However, one thing people don't really think about is what the quality should be when compared to the time. Say someone wants a project done in a week, they'll expect a week's worth of effort in that project. When creating timelines for yourself, consider your abilities, and your schedule before deciding on a set deadline. Give your clients an example of what you can pull off in enough time, so they may have a proper idea on how to value your work.

     Another factor for time to consider is 'how much will my client invest in this?' Imagine writing a movie, and it is supposed to be a lighthearted comedy for children. Chances are, they won't want to spend more than an hour and a half watching it. However, if your audience happened to be fans of intricate, lore filled journey movies, you might be making it longer. This way, it will satisfy their desire to see it laid out in detail. This is jot just important for the main product, but also any extra features or merchandise that might catch them.

      Time is one of the most valuable resources in the world. It is both a measurement in how much we can do,when we can do it, and how much our clients could spare.  Without any grasp of time, nothing would be done in an effecient manner, and no one would be please. With all of that said, than you for sparing your time to read this, and stay tuned!


Tuesday, June 4, 2024

Two Sides

      In Graphic Design, there will inevitably be disagreements on how something should look.  Not just in the gdesigner group themselves, but the audience opinion needs to be taken. As such, there are a variety of different ideas and interpretations that can be found across different times and minds. This week's blog will be talking about examples of how that could happen. Without further a do, let's dive on in.

       One example, and the idea I got from this blog, is 'Crash Twinsanity' and 'Crash 4: it's About Time'.




Both images courtesy of Wikipedia.

         Now, despite the title of the latter, 'Crash 4' came put long after Twinsanity, being marketed as a sort of 'reset' of the timeline. Another thing of note is that the game before Twinsanity, Wrath Of Cortex, is a bit more similar to Crash 4 in terms of gameplay, as well as the original trilogy; however, for the sake of both following something familiar up in their own way, they will be the two I compare. I won't specifically be going into development, or story, moreso just gameplay mechanics.

        Starting with Twinsanity, it keeps a similar level structure to the originals; however, in exchange for a central hub, it has a few levels that seem more open. This creates a pseudo open-world effect, encouraging more open movement in some areas. Here, you will have the opportunity to collect gems of all types by completing small challenges. Besides that most of the game is built around Crash's sudden partnership with his enemy Cortex; giving you levels based around dragging them along, tossing them into targets, protecting them, and even using them as a snowboard. Speaking of Cortex, both him and and his niece have playable levels with their own radically mechanics which are nice, but don't appear often. 

       On the flipside, Crash 4 is much closer to the original trilogy's level design (more specifically the first's). Emphasis is placed heavily on difficult platforming, giving the player extra challenges to get rewards; such as hidden gems, time trials, and a unique mirror with unique visual effects. Another addition is three other playable characters: Tawna, Cortex, and Dingodile. While they're levels tend to be optional, and lead back into standard gameplay, they're a nice change of pace when they show up. 

        My main reason for wanting to compare and contrast these games is what their competition's style and audience demand was at the time. For Crash Twinsanity, games were going in a similar direction; open areas for the player to explore whilst mixing old gameplay with new mechanics, once in awhile poking fun at itself with its extra emphasis on story. Crash 4 however is a return to form fans had been wanting for awhile; back to the retro style gameplay and challenges that they remember, whilst mixing things up in ways that don't change the core gameplay up too much, and a story that serves as a good follow up to those games. In short, while both teams did have their limitations, they were trying to put out a product for their audience, it's just that they both had a different audience in mind.

       With that being said, I hope this demonstrates that not everyone will have the same ideas as you, but that's ok. It gives you good opportunities bro learn and develop, or see another take on the same idea. Embracing other creative minds is certainly a go in my book. Thank you for reading, and stay tuned.

 

Friday, April 19, 2024

In Concept

        Before you put anything out in the world,  it starts off as an idea. After which, you flesh this idea out, shaping and melding it. Eventually, you'll have a few concepts laid out.  From there, you can present the idea to others, pick and choose what you want and don't want, shape it out, etc. Now, there are multiple levels to a concept, from uncolored sketches, to fully formed products; as you can imagine, I wish to talk more about this today, and get a grasp on what happens with concepts.

       Now, not every idea we like is going to make it to the final product. Sometimes things are going to be too expenseive. Other times, you can't just find the right materials. You could come very far to seeing this concept being made, but still have to pull it, simply because things won't work out. Sometimes, you just need to work around the constraints life gives you. Don't let that get you down however, you can always go back to the drawing board, and try again!

       One of my favourite things about concepts however is how we can see the evolution of a project. You see ideas that were scrapped, or different designs for characters before the ones you eventually received. Were they radically different? Were they similar? That's what's fun about them.



Image collage courtesy of Kamen Rider wiki

           As you can see, a lot of these designs were used for the same season of Kamen Rider, before they were eventually turned into Kuuga. Some elements may have been used for other riders later on as well; what's really important to observe however is just how drastically different some of these designs are. For context, here is what Kuuga became.

Image courtesy of Kamen Rider wiki
      
       This is the reason I love concepts. Not only does it give you wriggle room for an idea, but it allows you to see a the development over time. Whether the end result is great, or mediocre, the process is important in many ways. Once again, thank you for reading, and stay tuned!


Sunday, April 14, 2024

Location, Location

     Graphic Design can take ideas from, and influence many things. One of said things can be a specific location. What can start out as a flattering photo of Hawaii, can turn into multiple people visiting there. Although, one can also try and mimic the feel of the location in mind. With the blog topic chosen, let's go in.



         So, as stated previously, graphic design can attract people to different areas; that's how tourism works after all. How does one go about making a location attractive though? Well, the best way is to explore and learn if you ask me. Even where you live, there's an interesting view, or tidbit to learn about. Go around, explore, and find what's most appealing to you. Afterwards, take the best pieces you could find, and arrange them into a commercial,  trifold, or post card to greet people.

       Now onto the case of mimicry, as mentioned before, you have post cards. In this case, let's look at it like finding the right colors for a picture. If the area has a lot of snow, perhaps a holiday red, or a cold blue could match. Add some shapes as well, like palm leaves for a place with a lot of palm trees. Finally, find a font that matches the feel of the city or state; street sign font for a place known for races, or a cursive font for a high class town.

         The options are limitless when it comes to designing for someplace. So go out, explore, learn, find what fits your creative needs. Then, once you have what you need, build around it! Thank you for reading, and stay tuned!

     

   

Friday, February 16, 2024

Looking Good

      What do you want your final product to look like? Perhaps you are trying to create a vivid landscape of trees and lakes? Perhaps it's a gloomy skeleton, that shows signs of decay and rot? What do you think will look good to you depends on what you define as 'good'. Good as can be, good enough, good for nothing, it's all up to you as the creator! So, please read on, and find out what you think is 'good'.

      It goes without saying that you want to put effort into whatever you make. The quality you insert into any production will always shine through, and  customers will be aware of that. For example, when making an animation, you want poses and proportions to be consistent; if a character who's supposed to be the shortest can wind up grabbing a larger character with one arm, and no explanation is given, people will notice. Then of course you have bad video quality, audio quality, grammar quality,  and so much more to handle. Sure, there might be people who can look past one or two of these flaws, but very rarely look past all of them .

       The second thing to consider is, 'does this look good in context?' Say you're making a cutesy children show, and one of the characters is an unsettling flesh demon; chances are, no matter how well they're animated, or presented, it will make children upset. Context is everything when designing, be it for twists, colors, meaning, etc.  So long as you know your general context, and can spin off from it correctly,  you'll be golden!

     While what looks good, and what doesn't is up for debate, there's a certain level of skill and understanding one must apply when making their projects. If you can't at least work on charming your audience, then you won't wind up with many positive feedback. So, with that being said, thank you for reading. Hopefully this article looks 'good' enough for you, and stay tuned.

Thursday, January 18, 2024

Scripting

      Why do scripts exist in the first place? Well, it's so writers and designers have an idea beforehand of what they want to do. It helps lead a team on the directions to take and reminds them of the main events. While it's alright to improvise sometimes, it's nice to have a plan for what you want from the end product. As such, today's topic shall be about scripting, drafting, and in general the early parts of the design process. Without further ado, let's head right in.



         One of the reasons making a rough draft of a story or art design is important is so that you can get feedback first. Many clients are going to want a say in how things look, so it's best to not give them a final design right away. On top of that, you'll want to give them a clean, neat process of how you manage your tasks, so they can see you as organized. Remember, there is also still a good portion of time between the start of the project to the end; if there was an element of a story or picture that you originally wanted in, but isn't working, you can always cut or change it.

       Of course, we also need a script so we have an idea where the story can go. You don't really have room to improve a scene if you don't know what's going  to happen there. Sure, it's easy to have moments in your head that you play out, but you need a way to connect them. If you're working with a team, then you need a way for them to connect the moments. This is another reason why it's important to have a draft, or script ready.

     To finish off, I want to clarify that just because the first draft wasn't good, doesn't mean changing it will be a hassle all of the time. Sure, there might be times where footage can go to waste; however in today's era, making edits will be as simple as heading on your computer, and plugging them in! With all of that said and done, thank you for reading, and stay tuned!

Wednesday, December 6, 2023

Plagiarism and Crediting

      It is time for me to go into a topic I really should have already. Plagiarism, as defined by Wikipedia, is the expression of another's thoughts, ideas, and expressions, presented as one's own work. It is also a very, very, disliked practice; not just in graphic design, but also in business, literature, research, basically anything that requires a thought to be put out. Now, I try to credit what I can, when I can; I add the name of the website where I find the image, and describe where I get my inspiration from. Even then however, I need to be extra careful not to steal anything. 

      It is going to look obvious that I'm making this post to mostly keep my name clean. While I haven't been accused of anything (that I know of), I want to make my statement here and now. I under no circumstances intend to copy the words or works of other creators. The statements I make on this blog are of my opinion, based on the information I have received, mixed into my own viewpoint. Should I ever take an image from another source, I'll do my best to credit the original host or creator. Should I ever unintentionally plagiarize someone, or steal content, I am sorry, and I hope you call me out.

       As it stands, even that is not enough sometimes. There will be people who want to know the exact article you get the information from; there will be times when your idea is also just similar enough to someone else's without trying. The key factor here is to make sure you properly site your sources as well, so people know you're not making stuff up. That makes it easier to record information for the audience, and keeps a tab on where you did your research.

     Ladies and gentlemen, for as far as I know, plagiarism is always going to be a problem in this business. There as just as many people struggling to be creative out there as there are people who are creative. On the flipside, there are many hurdles when it comes to referencing your inspiration, and accidental overlap. So as it stand, make sure you properly credit your sources, and don't steal ideas. As always, thank you for reading, and stay tuned!

Wednesday, November 15, 2023

Second Verse

      So in the past, I've gone over redoing an original product. However, that was more about remaking something, and the choices you could make doing so. Today, I want to explore the idea of tweaking ideas for a sequel. What features do you leave in, is it the same writer, etc. So, let's get started on this!

       Now, a good way to observe this type of change is, I find, in older video games.  At the time, you were able to put them out faster, but still have limited resources to use. In this case, let's look at the changes between Pikmin 1 and Pikmin 2.



Both images courtesy of Wikipedia. 



     Of course you have the obvious additions  of new enemies and 2 player. However, in the span it took to make the games, they added improved cutscenes, quality of life improvements, and extra game modes, all for the same system.

     This doesn't just apply to video games though! When a movie gets a sequel in the near future, a new writer could fill in to ease the weight on the crew. Another way it works is they could take the criticism of the first movie, and apply it to the sequel. I know the time between work applies here, but it still applies if there's a difference.
     
        Before I sign off, I just want to address this isn't always perfect. In some cases, the charm of the original can't be replicated, and sometimes extra features make it feel more bloated.  Another factor is that you want to address complaints correctly, as the right ones are trying to help. With that in mind, thank you for reading, and stay tuned!


Tuesday, October 24, 2023

Field of Struggle

        No matter what, you'll never be the best at everything. Whether it be to lack of practice, or outside circumstances, mastering every craft is nogh impossible. That is not a bad thing however, so long as you continue to practice the skills that you're good at. With that in mind, there's always going to be one obstacle everyone will face. Be it wanting to try something new, or something they have to do, it would be their field of struggle. 

       A good example of a field of struggle could be time management; you can make something amazing, but you can never make set times to do it. If anything, you make little adjustments sporadically, and spend more time getting everything set up. In cases like this, it's more a matter of discipline, and needing to practice better routine. Perhaps schedule times where you exclusively design a project, or sketch things out before you commit to doing so? Anything to get organized and into the groove of graphics.

         However, maybe your struggle is less personal, and more to do with a specific talent. I for one have trouble with web design,  as I find the process a bit tedious; does this mean I shouldn't try to apply it? No, but it does mean that it might not result in my best work, or be something I do often. For many in graphic design, you'll find they tend to focus their skills in one area, and build around that. This could be a lack of training in other areas, A lack of enjoyment when using it in the process, or just finding it not helping them.

          The best compromise here is to find a talent you feel best with, and honing it while also not being afraid to try something new. Everyone in this field is going to have trouble with a certain aspect of creativit; each varying significantly. Be that as it may, it's no reason you can't find a way to make a great product, it'll just take some working around. As always, than you for reading, and stay tuned!

Tuesday, September 26, 2023

Switching Up

        As some of you may know, I've been using Adobe Illustrator since I began my graphic design journey. However, I feel it is time I moved on, and went to something else.

Image courtesy of Affinity

       That's right ladies and gentlemen, from now on, I shall be using Affinity Designer for all of my graphic design needs! Now, I know there will be a bit of a relearning; I can accept that, as there is no way to move up in design unless you continue to learn. As of right now, I'm beginning a small art project anyways, so I like to think I'm learning fast.

       Now, this isn't me trying to persuade you to pick different tools over another; I simply picked Affinity due to what I felt was a better payment plan. This blog is mainly here to let you know about my change of tools, but not to fret, since they're mostly similar tools. With that in mind, thank you once again for reading another quick blog. As always, I hope you stay tuned!

Sunday, September 3, 2023

Dreams

       Never underestimate the power of dreams. Whether it be one's passion to follow through with one, or the inspiration they can give; dreams are a very powerful tool. In this post, I want to discuss a bit more about dreams, and how they can fuel you to create. While I will, of course be sticking to graphic design, there might be other ways to look at it of course. So if you are in the art business or not, I hope you read on, and enjoy!



       Now, we all have a dream for what we want out of life. Some of us want to be rich, others famous, etc. For some of us though, we wish to see a certain plot, or idea be given in a way we desire. In a sense, dreams can be like goals; so long as you follow them through, you can and will see progress. To achieve these goals however, it takes practice, hard work, and for you to keep the vision in your head. With all of this in mind, you will be able to bring your idea to life, for all of the world to see.

      The other type of dreams I want to talk about are actual dreams; the kinds you have when asleep, or during a fever. The kind where you get asked by your fifth grade teacher if you've had your ovaltine yet, meanwhile a horse man is attacking you with an axe. Where new types of colors and sounds come to life, and all it takes is for you to remember them. Once you do, then you can put your pen to paper, draw from these dreams, and share a new experience.

      Whether your dreams are goals, or visions, use them as fuel for your creative endeavors. Do not be afraid to share them with the world, because it always needs dreamers to make it a brighter place. With all of that said, thank you for reading, and stay tuned!

Friday, September 1, 2023

Holiday Cards 2023

 Well, seeing how it is that time again, I wanted to give you the update that Holiday cards for this year are done. Granted, you might have already known that had you seen my portfolio, but I figure now would be a good time to make the post dedicated to them. Hope you enjoy!








Tuesday, July 25, 2023

Identity

       Each of us has something that makes us distinct. In the world of graphic design, that might boil down to your ideas, visual style, or even just your personality when working with others. An identity is valuable in this business, as you'll want potential clients to know who you are and what you do. Without one, you may find it a challenge getting future work, or creating anything unique or special. Without further ado, let's get to discussing this topic!



        To start us off, think of your favorite artist; visual or otherwise. Each of them usually adds in their own flair to their work, intentional or not. Maybe it's a signature, their tone of voice, how they organize their projects, whatever it is they do, that you recognize them for. This 'flare', can sometimes be a bit obstructive though; and not everyone will care for it. However, there will certainly be fans of these details, who might even try to emulate it into their own work. If you do that however just make sure you do your own thing as well.

       Of course, then we have a more personal identity.  How do people recognize you aside from the little flourishes? What name do you chose to go by? Do you prefer to use your real name, or do you want to go by something related to what you draw? That is a conundrum you also have to figure out, as you'll want to make sure people know who to go to, but you might also want to retain a bit of privacy.

       At the end of the day, whatever identity you want to use is up to you. As it stands however, you need to make sure said identity serves its purpose. Whether that be effectively adding your own flavor to a product, or marketing yourself; identity is the key to getting found in graphic design. If not just for other customers, but for you yourself. With all of that said, thank you for reading, and stay tuned!